Blades of Khorne – Slaughterpriest
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6"
6
5+
8
WARSCROLL

Slaughterpriest

Towering, brutal demagogues, Slaughterpriests are living beacons of the Lord of Battle’s power. These foul priests direct their comrades according to visions sent by Khorne himself, boil their enemies’ blood in their veins and drive the foe mad with battle-lust.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bloodbathed Axe
Bloodbathed Axe2"34+3+-2
Hackblade
Hackblade1"33+4+-1
Wrath-hammer
Wrath-hammer3"D34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
MODELBASE SIZE
Slaughterpriest40mm
Slaughterpriest with Hackblade and Wrath-hammer40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Dark Feast
 • Gore Pilgrims
 • The Gorechosen

DESCRIPTION

A Slaughterpriest is a single model armed with one of the following weapon options: Bloodbathed Axe; or Hackblade and Wrath-hammer.

ABILITIES

Scorn of Sorcery: Slaughterpriests share their god’s hatred of sorcery and those who use it.
This model can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, this model can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

PRAYERS

Blood Boil: Blood Boil is a prayer that has an answer value of 4 and a range of 16". If answered, pick 1 enemy unit within range of the chanter that is visible to them. That unit suffers D6 mortal wounds.

Blood Bind: Blood Bind is a prayer that has an answer value of 4 and a range of 16". If answered, pick 1 enemy unit within range of the chanter that is visible to them and more than 3" from all friendly units. Your opponent must move that unit a number of inches equal to the chanting roll. The first model to be moved from that unit must finish the move as close as possible to the closest unit in your army (it can finish the move within 3" of units in your army). Any remaining models in that unit must finish their move in unit coherency and as close as possible to the closest unit from your army.

KEYWORDS
CHAOS, MORTAL, KHORNE, BLOODBOUND, HERO, PRIEST, SLAUGHTERPRIEST
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Army List
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3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 5 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 5 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.
© Vyacheslav Maltsev 2013-2021